Take control of one faction as part of the Alliance or the Council in an attempt to dominate the map for your side.

Characters

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Characters:

You navigate the map using characters. There are three different types of characters. Leaders, Spies, and Scouts.

Leaders:

Leaders lead your armies into battle. By leveling up they will gain skill points that can be used to upgrade your hero with more powerful abilities and leadership bonuses. Leaders have a default movement speed of one space per a turn unless otherwise specified. They gain vision of one space connection to their own which must be specified by the player when posting their turn.

Leadership bonuses are passive and situational passive bonuses that contribute to the effectiveness of your army. For example. One leadership bonus may be Calvary Commander which adds +1 to your total roll for every cavalry regiment under his control. Another may be Tactical Genius which adds +15 to your total roll score.

Abilities are akin to spells and must be cast by a character and generally had CD times. Only one ability can be used per a character a turn unless otherwise specified. Abilities cover numerous things such as Shadow Fire which instantly destroys one opposing regiment when used. Another might be Surround Them All which prevents the enemy from retreating the next turn.

Scouts:

Scouts can move one place a turn and gain vision of every adjutant space connected to their own. As they develop they can gain increased vision, movement speed, personal protection, troop estimation abilities. If an opponent lands on a space occupied by an enemy scout that scout will retreat into the nearest unoccupied space.

Spies

Spies start stealthed and can be attached to opposing armies. Once a part of an opposing army they will move with it and keep the spies control player constant aware of its movements. They will also be capable of sabotaging the enemy army by delaying a turn, incapacitating a unit, or even going as far as killing the enemy’s leader. Spies must pass a roll every turn in order to not be discovered. You may attach a spy to your own army to increase your chances of discovering a spy attached to it. Spies have a default movement speed of one space per a turn.

Turns

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Turns:

You will be capable of upgrading your major settlements and heroes every turn. You will also get to make one action for each of your characters. You may choose between movement, reinforce or special. Turn order will be determined through dice rolling before the start of the campaign. Movement:

All characters have a default movement speed of one space per a turn. This also applies for units. There are numerous ways to speed ones approach. By leveling and developing characters, happening upon magical items that increase movement speeds, and way stones. By moving unto a space occupied by an opposing army with your own army you will initiate battle. The same works for major settlements. Moving unto a major settlement will allow you to reinforce. You can prevent enemy characters from reinforcing by moving unto their major settlements. Reinforce:

You may reinforce once every turn if your character is located in a major settlement. This will allow you to pick through your major settlements available roster of troops and choose one regiment. Every character is capable of reinforcing if you so choose even if they are in all in the same settlement. If you had five characters in the same major settlement you could reinforce for five regiments and if you had five different characters in five different major settlements you could reinforce.

Special

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Special:

This occupies a wide variety of fields most of which are situational. The option to retreat without harm once locked into a battle, special chances to get units or characters. The details of your special movement (if any) will be detailed if the option is presented.

Regiments

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Regiments:

Units or “Regiments” are created in major settlements or summoned through abilities. Units are created through major settlements and through the occasional ability. While it is possible to get special units that don’t fall into the following molds in general all units shall work as below.

There are three levels of units. Basic, Veteran and Elite. These will be indicated when making your reinforcement choices. The default reinforcements for all major settlements is basic except for the Black Tower which produces veteran units by default.

Experience

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Experience:

Characters gain experience through action. Even just moving around the map! So make sure to keep those guys active!

Major Settlements

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Major Settlements:

These are the chief way of gaining regiments. Capturing major settlements will likely be a must. Without them you will be incapable of reinforcing your army for deeper pushes into enemy territories. Capturing or holding major settlements can also be a source of Happenings and Special moves by characters. Major settlements can also be upgraded with greater fortifications, certain abilities and of course better regiments. You will gain a set number of upgrade points a turn which you can spend or save at your discretion.

Points of Interest

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Points of Interest:

The source of minor bonuses, special actions, or Happenings. Gaining points of interest across the map can help tip the balance of power in favor of your faction and team.

Happenings

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Happenings:

These are situational or timed triggers that can aid you or injure the other team. You may be given hints as how to incur some Happenings while others will be completely out of your control.

Discussion

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Discussion:

Coordinate together! While it may not be necessary in the beginning of the game global cohesion will be critical in the long run. If at all possible this should be done IC in the thread provided.

Items

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Items:

It is possible to gain items to augment your characters.

Posting

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Posting:

Forums shall be divided into two groups one for the Alliance and one for the Council. You must apply for a faction before you will be given the password to enter one of the two forums. Your posts will consist of all your technical decisions, current building points, your characters current location, items, and army. The results of all of your actions will be posted by me in a separate thread in order of how they occurred, and will include IC posts which will be divided by the technical happenings. For example one character might lament a big defeat in the woods at which point the exact number or regiments lost will be posted.

Map

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Map:

Coming Soon

Neutral

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Neutral:

There are neutral zones on the map occupied by forces controlled by myself. How you interact with these factions WILL affect the game. However, they work as any other faction and can be conquered entirely if you so wish.

Council

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Council

The Council was formed together by powerful dignitaries and leaders who were incapable of gaining access to the Alliance. Originally started by the Xandalor and the Zerakians, who felt the only reasons they had been rejected from acceptance in the Alliance was due to their none-human origin, it quickly grew to include the twin city states of the south and later the rebel nation of Aurgard. The last nation to join the Council was the dreaded Lich, Narakos. His acceptance into the Council was one more of political reassurance more than anything else. At the time of his acceptance tensions between Council and Alliance nations were at an all time high. It would later turn out to be a mistake on the part of the Council, for his actions would be paramount is striking up the current world war.

Whitefall

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Whitefall:

A thriving city-state in the Southlands, its roads are made not of stone but sparkling water. Built along the cliffs of a thundering waterfall, the cities tall white towers, and bountiful fountains and pools mark it as one of the most beautiful cities in Aaurla. Its sister city-state is the haven Baurla.

Major Settlements:

Whitefall:

Fortification: 2/5

Buildings:

Lesser Elemental Towers: The settlement will automatically summon two lesser water elemental regiments if attacked.

Sister-state to Whitefall, Baurla makes use of its border to Suradaun. Spices and silks and exotic slaves are bought from the country for cheap prices and then resold for bank-breaking prices to the more northern realms. It was recently invaded by Swadia. After repelling the invaders the governor of Baurla launched a counter invasion into Swadia –an Alliance nation- thus aiding in sparking the current world war.

Leadership: You can one extra build point as long as Broman is located in a major settlement.

Scout: Coral

Level 1

Spy: Daren

Level 1

Zerakian

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Zerakian Tribes:

One of the founding nations of the Council, the brutish, blue skinned Zerakians forged the Council with the Xandalorians in hopes of creating a united front against their enemies. It was they who made the pledge that war on one Council nation meant war on all Council nations, and it is a pledge that all future members of the Council were required to take as well. Their nation occupies the mineral rich and fertile rocky highlands of the Daragian Heights, formerly the land of the Ironhand Dwarves before they abandoned it centuries ago.

Major Settlements:

Zorn Fortress:

Fortification: 1/5

Buildings:

Zerakian Barracks: Zerakian Tribesman (Heavy Infantry/Basic)

Bittertusk Clanhall:

Fortification: 0/3

Zerakian Barracks: Zerakian Tribesman (Heavy Infantry/Basic)

Redeye Clanhall:

Fortification: 0/3

Zerakian Barracks: Zerakian Tribesman (Heavy Infantry/Basic)

Crushax Clanhall:

Fortification: 0/3

Zerakian Barracks: Zerakian Tribesman (Heavy Infantry/Basic)

Characters:

Leader: Carcan, Council Member: Blade

Leadership:

Boneblade: Increases the strength of your army when attacking.

Scout: Kark

Level 1

Scout: Kurn

Level 1

Grayrot

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Kingdom of Grayrot:

Originally a minor nation in southwest Aaurla. The nation rose to signifigant power with the annointing of Narakos the II. A powerful magician who had ascended to Eternal in the form of a Lich, he was driven to ensure that his kingdom would never again suffer the despairities of weakness. By experimenting on soldiers, he afforded them the attributes of the Eternal, such as increased strength and vitality. Using his magically enchanced army he scoured the nearby kingdoms of all who opposed him.

Major Settlements:

Gournhelm

Fortification: 1/5

Buildings:

Grayrot Barracks: Eternal Wretch (Basic/Infantry) (Abil: Can march two spaces a turn).

Narakos Tower:

Fortification: 2/6

Buildings:

Shrieking Obelisk: The stark cries of the tower are capable of ressurecting up to three dead regiments a turn that died in the space of Narakos Tower aand converting them into Eternal Wretches. Regiments raised by this method will surive up to three turns. Any regiments raised by the Obelisk that attempt to leave the space of Narakos Tower will be killed.

Shrieking Call: Can ressurect one regiment killed in a battlephase of the previous turn as a Eternal Wretch. The ressurected unit will last until defeated in battle

Spy: Xerc

Level 1

Augard

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Aurgard

By the people, for the people. The nation of Aurgard was created by a band of rebel cities seeking freedom from the percieved tyranny of Tabenclaw. However, instead of attempting peaceful reconciliation the Holy Lord of Tabenclaw announced a Reclaimation Crusade. Dozens of regiments poured into the rebel nation and a bloody war ensued that cost the lives of thousands. As the war dragged on more and more rights that had been the cause of the rebel nation were taken away for the sake of security and stability. Though a peace settlement was finally crafted under the new Holy Lord, the nation of once proud cities is now a mere shadow of its former glory.

Abilities: Ambush - Increase effectiveness of all troops if attacked while camouflaged.

Scout: Eltrig

Level 2

Alliance

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The Alliance:

Formed during the great Demon Wars, the Alliance consists of some of the strongest kingdoms in Aaurla. Originally formed between the Swadians, Tabenites and Ironhands; it grew to include the nation of Cheveliers and the Oathstone Order -a powerful military syndicate that was formed during the Demon Wars and later given territory of other fallen nations in exchnage for services rendered. Though it dominated the political landscape for decades it has recently found a worthy advesary in the form of the Council. Though peace was originally intended by the Alliance after the Baurla-Swadian conflict, the invasion of Narakos and massacre on Tabenclaws protectorate Abenere has all but shattered this idea. Most recently the Alliance has grown to call the Dark Tower and its mysterious servants as allies.

Swadia

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Swadia:

A nation of proud knights and merchants. The, original descendants of the Vaedir or the People From Over the Mountains , the Swadians are a pragmatic and strong people. Led by the peace-mindful King Asir, the recent counter-attack against the Twin-state enroachment has weighed heavily upon the mind of the Swadian leadership, even more so since their armies defeat and the fall of Sarda.

The Black Tower is a solitary fortress located near the Zerakian and Xandalor border. Overseen by Master Dhall, the tower serves as haven for those outcasts from the White Tower during the Color Schism. Filled with loyal magicians willing to cast their lives away for the protection of their magic art, the dark fortress is given a wide berth by beings of all races. Most recently however the Tower has sought the comfort of allies. Fearing it would be swept away between the two great warring powers the Tower made an unexpected move by approaching the Oathstone and Tabenclaw for acceptance into the Alliance. They were accepted...albeit uneasily.

Tabenclaw. The mighiest bastion of mankind in Aaurla. A nation of strong stone-walled cities, soaring mountain ranges, and thunderous rivers. Tabenclaws origins reachback near-millenia etching out a great history of blood and triumph. Tabenclaw formed the forefront of the Alliance during the Demon Wars and persevered through it to mark its place as the greatest nation in Aaurla. However, in recent generations Tabenclaw has begun to falter considerably. Though, there was much hope surrounding the rise of the latest Holy Lord, many dreams of a new age have been sundered in face of the war with the Council.

Major Settlements:

Tabenclaw:

Fortification: 4/9

Buildings:

Tabenclaw Barracks: Tabenite Footman: (Basic/Pike)

White Tower:

Fortification: 1/5

Whitemage Academy: White Mage (Basic/Magic)

Vilgaard:

Fortification: 3/7

Buildings:

Tabenclaw Barracks: Tabenite Footman: (Basic/Pike)

Beragaard:

Fortification: 3/7

Buildings:

Tabenclaw Barracks: Tabenite Footman: (Basic/Pike)

Veran:

Fortification: 2/6

Buildings:

Tabenclaw Barracks: Tabenite Footman: (Basic/Pike)

Characters:

Warpriest Prisbane:

Abilities: Conversion - Converts one random enemy regiment.

Spy: Clara

Level 1

Scout: Mark

Level 1

Ironhands

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Ironhands:

The only member of the Alliance with inhuman origins, the Ironhand Dwarfs have a long and honorable history of service with the nation of Swadia and Tabenclaw. Located in the Western Mountains, they were instrumental in the reconstruction of Tabenclaw and the building of Silverdawn Fortress, the two greatest human holdings in Aaurla.

Leadership: Garrison Commander - Increase effectivness of all forces if defending a major settlement.

Scout: Berry

Level 1

Chevaliers

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Chevaliers:

A small wealthy nation that borders the Eastern Sea. Now a staunch ally of Tabenclaw, the two nations share a bloody past, in which numerous Tabenclaw invasions pit Chevalier ingenuity and guile, against Tabenite strength and fervor.

A military organization developed during the darkest hours of the Demon Wars. Formed by a band of refugee smiths who discovered an ancient stone whose material when refined and forged into a blade was proved the bane of demon flesh. Declaring themselves an oath on the stone, they promised to forge hundreds of blades and find the greatest heroes in Auarla to wield them in order to destroy the demons. Eventually, a great coalition of warriors was formed behind the standard of the Oathstone and they played a pivotal part in defeating the invaders. After the war, they were given the then half-completed fortress Dawn, by the Ironhands.